/*
 * Copyright (c) 2003-2009 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package actions;

import mapControl.GraphicsMapControl;

import com.jme.input.action.InputActionEvent;
import com.jme.input.action.KeyInputAction;
import com.jme.math.Vector3f;
import com.jme.scene.Spatial;
import com.jmex.physics.DynamicPhysicsNode;
import com.model.md5.controller.MD5Controller;

import elementos.Player;

/**
 * <code>KeyNodeForwardAction</code> defines an action to move a
 * <code>Spatial</code> node along it's positive direction vector. The speed of
 * the node is defined by the speed and the value set in the
 * <code>performAction</code> method. The speed is set with construction or the
 * <code>setSpeed</code> method. This can be thought as units/second.
 * 
 * @author Mark Powell
 * @version $Id: KeyNodeForwardAction.java 4131 2009-03-19 20:15:28Z blaine.dev
 *          $
 */
public class MoveForwardAction extends KeyInputAction {
	// the node to manipulate
	private Spatial node;
	private MD5Controller bodyController;
	private Player player;
	private GraphicsMapControl mapControl;
	// temporary vector for the rotation
	private static final Vector3f tempVa = new Vector3f();

	/**
	 * Constructor creates a new <code>KeyNodeForwardAction</code> object.
	 * During construction, the node to direct and the speed at which to move
	 * the node is set.
	 * 
	 * @param node
	 *            the node that will be affected by this action.
	 * @param speed
	 *            the speed at which the camera can move.
	 */
	public MoveForwardAction(Player player, GraphicsMapControl mapControl) {
		
		this.player = player;
		this.node = player.getNode();
		this.speed = mapControl.getSpeed();
		this.mapControl = mapControl;
		this.bodyController = player.getBodyController();
	}

	/**
	 * <code>performAction</code> moves the node along it's positive direction
	 * vector at a speed of movement speed * time. Where time is the time
	 * between frames and 1 corresponds to 1 second.
	 * 
	 * @see com.jme.input.action.KeyInputAction#performAction(InputActionEvent)
	 */
	public void performAction(InputActionEvent evt) {
		if (!bodyController.getActiveAnimation().getName().equals("caminar")) {

			bodyController.fadeTo("caminar", 0, true);
		}

		Vector3f loc = node.getLocalTranslation();

		loc.addLocal(node.getLocalRotation().getRotationColumn(2, tempVa)
				.multLocal(speed * evt.getTime()));

		((DynamicPhysicsNode) node).addForce(loc);

		int lastRow = player.getRow();
		int lastCol = player.getCol();

		player
				.setRow((int) (((player.getNode().getLocalTranslation().x + (mapControl
						.getTilesize() / 2)) / mapControl.getTilesize())));
		player
				.setCol((int) (((player.getNode().getLocalTranslation().z + (mapControl
						.getTilesize() / 2)) / mapControl.getTilesize())));

		int actualRow = player.getRow();
		int actualCol = player.getCol();

		if (!(lastRow == actualRow && lastCol == actualCol)) {

			mapControl.getCelda(lastRow, lastCol).setPlayer(null);
			mapControl.getCelda(actualRow, actualCol).setPlayer(player);
			if (mapControl.HayPowerUp(actualRow,actualCol))
			{
				mapControl.getPowerUp(actualRow,actualCol).consumir();
			}
			
			player.setRow(actualRow);
			player.setCol(actualCol);

		}
	}
}